Table of Contents

Weapons

Through history, people have killed each other using armaments ranging from simple clubs to complex devices incorporating elements of many other weapons. As technology marches on, so does the machinery of death.

WEAPONS

Adventurers often carry weapons of some sort, whether it’s a knight’s broadsword, a detective’s snub-nosed .38, or a space pirate’s blaster pistol.

CHOOSING YOUR WEAPONS

To determine what weapons to carry, consider your situation first, and then your skills, strength, and budget. If you can’t use it or don’t need it… don’t buy it.

First, decide why you carry a weapon. Is it for self-defense, intimidation (“Stop or I’ll shoot!”), battle, or hunting? Do you need a concealed weapon – or a quiet one – or does law or custom let you carry it openly? If you’re a pacifist, do you want a weapon just as a threat, or one that you can use to disarm or subdue a foe?

Consider what the law allows, too. Most settings have laws or customs that govern the weapons and armor you may wear on the street or on the job without attracting attention (depending on Control Rating and Legality Class). This applies in historical settings as well. A stranger visiting the average medieval village wearing a suit of plate armor would be every bit as conspicuous – and threatening – as a person carrying an assault rifle into a corner grocery store today!

Also review your skills and Strength. High-tech weapons (such as guns) work equally well for anyone who knows how to use them. Low-tech weapons – clubs, swords, etc. – do much more damage if wielded by a strong person. Either may have a minimum ST.

Finally, look at the weapon’s statistics. Each weapon is rated for its TL, weight, cost, and relative legality. A weapon’s damage rating is the basic measure of its effectiveness, but there are also factors such as reach, range, rate of fire, and accuracy to consider. To learn what the various statistics imply for combat, read Chapters 11-13. This section contains information to help you make the choices discussed above. If you are a total nonfighter, you can skim or skip this material!

Optional Rule: Modifying Dice + Adds

Accumulated modifiers will sometimes give large damage adds; e.g., 2d+5. In this case, the GM may rule that any +4 becomes 1d and any +7 becomes 2d. For instance, an attack of 2d+5 would be equivalent to 3d+1. If a modifier is given “per die of damage,” apply it per die of basic thrusting or swinging damage, before you convert adds to dice. This gives more realistic results, but requires an extra step when filling out character sheets, etc.